Convert README to Markdown
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Grand Unified Source Tree for Oolite
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====================================
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Oolite for all platforms can be built from this repository. Here is a quick
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guide to the source tree.
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1. Guidelines
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-------------
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## Guidelines
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Nothing except makefiles/xcode projects, directories, and this readme file
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should appear in the top level directory.
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The deps directory should contain dependencies that are useful to carry along
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to build binary packages. The dependencies directory should be named:
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Opsys-cpuarch-deps
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Opsys should be exactly as reported by 'uname' with no flags (case
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sensitive!). The cpuarch should be the cpu architecture reported by 'uname -p'
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sensitive!). The cpuarch should be the cpu architecture reported by `uname -p`
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(except i686, i586 etc should be translated to x86). This allows build scripts
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to automatically package up the right dependency tree in tarball installers.
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Cocoa-deps is an exception, because a different build system is used under
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Mac OS X.
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2. Contents
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-----------
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autopackage Directory for the apspec file for the Linux autopackage
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Asset Source Files used to create the various PNG and sound files
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debian Files to enable automatic setup under Linux using dpkg
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(Debian package manager) tools
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deps Dependencies for all plaforms:
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Cocoa-deps Dependencies for Mac OS X (macppc and macintel platforms)
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Linux-deps Dependencies for Linux on x86 and x86_64 processors
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scripts Scripts and script fragments for tarball/autopackage
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Doc Documentation (including user guides)
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FreeDesktop Files for GNOME/KDE desktop launchers
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installers Files used to create various installers
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Oolite-importer (OS X) The oolite Spotlight metadata importer
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Oolite.xcodeproj The OS X Xcode project to build Oolite
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OSX-SDL Project files for the SDL version of Oolite on OS X
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(*very* seldom used, more of a curiosity)
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Resources Files that live in the application bundle's
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Contents/Resources directory (AI, config, textures etc).
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src Objective-C and C sources, incuding header files:
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Core Files that are compiled on all platforms
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SDL Files that are only compiled for platforms that use SDL
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Cocoa Files that are only compiled on Mac OS X without SDL
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BSDCompat Support for BSDisms that gnu libc doesn't have (strl*)
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tools Various tools for preparing files, builds, releases etc.
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## Contents
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- **autopackage**: Directory for the apspec file for the Linux
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autopackage
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- **Asset Source**: Files used to create the various PNG and sound files
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- **debian**: Files to enable automatic setup under Linux using
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dpkg (Debian package manager) tools
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- **deps**: Dependencies for all plaforms:
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- **Cocoa-deps**: Dependencies for Mac OS X (macppc and macintel
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platforms)
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- **Linux-deps**: Dependencies for Linux on x86 and x86_64 processors
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- **scripts**: Scripts and script fragments for tarball/autopackage
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- **Doc**: Documentation (including user guides)
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- **FreeDesktop**: Files for GNOME/KDE desktop launchers
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- **installers**: Files used to create various installers
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- **Oolite-importer**: (OS X) The oolite Spotlight metadata importer
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- **Oolite.xcodeproj**: The OS X Xcode project to build Oolite
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- **OSX-SDL**: Project files for the SDL version of Oolite on OS X
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(*very* seldom used, more of a curiosity)
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- **Resources**: Files that live in the application bundle's
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Contents/Resources directory (AI, config, textures
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etc).
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- **src**: Objective-C and C sources, incuding header files:
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- **Core**: Files that are compiled on all platforms
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- **SDL**: Files that are only compiled for platforms that use
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SDL
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- **Cocoa**: Files that are only compiled on Mac OS X without SDL
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- **BSDCompat**: Support for BSDisms that gnu libc doesn't have
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(strl*)
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- **tools**: Various tools for preparing files, builds, releases
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etc.
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3. Building
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-----------
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## Building
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On Mac OS X, you will need the latest version of Xcode and OS X 10.4 (Tiger).
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You will also need all the relevant frameworks (they come with Xcode). If you
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don't yet have Xcode you can get it from the Apple Developer Connection (see
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@ -67,31 +68,23 @@ distros, GNUstep and SDL development libraries come prepackaged - just
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apt-get/yum install the relevant files. You may also need to install Mozilla
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Spidermonkey (libmozjs). On others you may need to build them from source. In
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particular, you need the SDL_Mixer library, which doesn't always come with the
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base SDL development kit. Then just type 'make', or, if you're using GNU make,
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'make -f Makefile'. On some systems, such as Gentoo, you may need to run
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'make -f Makefile OBJCFLAGS=-fobjc-exceptions'.
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base SDL development kit. Then just type `make`, or, if you're using GNU make,
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`make -f Makefile`. On some systems, such as Gentoo, you may need to run
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`make -f Makefile OBJCFLAGS=-fobjc-exceptions`.
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If you want to make the Linux autopackage, after getting the Autopackage
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development kit, just type 'makeinstaller', and a package file will be
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development kit, just type `makeinstaller`, and a package file will be
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deposited in the top level.
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4. Running
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----------
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## Running
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On OS X, you can run from Xcode by clicking on the appropriate icon
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(or choosing 'Build and Run').
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On Linux/BSD/Unix, in a terminal, type 'openapp oolite'
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5. Git
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------
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The Oolite source is available from github. Use
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git clone https://github.com/OoliteProject/oolite
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to retrieve. Then
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git submodule update --init
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On Linux/BSD/Unix, in a terminal, type `openapp oolite`
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## Git
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The Oolite source is available from github.
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Use `git clone https://github.com/OoliteProject/oolite`
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to retrieve. Then `git submodule update --init`
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to fetch the various submodules.
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If you've cloned the source from a forked repository instead, this may
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@ -101,10 +94,11 @@ repository. A workaround is to copy the file .absolute_gitmodules
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onto .gitmodules, then perform the submodules init, then replace
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.gitmodules with the relative path version. eg, on Unix:
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```
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$ cp .absolute_gitmodules .gitmodules
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$ git submodule update --init
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$ git checkout -- .gitmodules
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```
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You should now have access to the submodules, without git complaining
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that .gitmodules has changed or including .gitmodules in pull requests.
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